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Author Topic: Gnome Town Returns [Always Open, Turn 28]  (Read 21381 times)

A_Curious_Cat

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Re: Gnome Town Returns [Always Open, Turn 27]
« Reply #570 on: October 20, 2024, 03:32:38 pm »

Build a cruck house.  Get two workers. 

We should probably assign them both to food gathering. 

I already built a cruck house:

Build a cruck house for workers and set them to forage for food.

I also assigned them to food gathering (which isn’t in the rules, but it’s worked with huts before so I see no reason it shouldn’t work with cruck houses…).

In any case, there aren’t enough planks left over for you to build another.

You should change your action.
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King Zultan

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Re: Gnome Town Returns [Always Open, Turn 27]
« Reply #571 on: October 22, 2024, 02:55:15 am »

Gather mud!
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Kashyyk

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Re: Gnome Town Returns [Always Open, Turn 27]
« Reply #572 on: October 22, 2024, 07:48:51 am »

Craft Planks
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Jilladilla

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Re: Gnome Town Returns [Always Open, Turn 27]
« Reply #573 on: October 22, 2024, 09:32:42 pm »

Research: Trapmaking

...Not really thinking about this, just throwing an action out to try and help.
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Imp

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Re: Gnome Town Returns [Always Open, Turn 27]
« Reply #574 on: October 22, 2024, 10:14:30 pm »

Research: Trapmaking

...Not really thinking about this, just throwing an action out to try and help.

It helps!  Glad you're with us!
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If there is one, then seek until you find it.
If there is none, then never ever mind it.

SCREE

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Re: Gnome Town Returns [Always Open, Turn 27]
« Reply #575 on: October 26, 2024, 09:20:36 am »

Turn 28
TURNTURNTURN
A worker is healed of sickness.

A pair of thinker gnomes head out into the thinking field to ponder the meaning of trap making. They look very serious while they're out there.

Another Gnome scoops up the net and heads into the Deep Woods, under the watchful eye of the Speargnome. They scoop up some souls in the net, and return them home before the net falters. The clearing has already amassed quite a collection of bumbling lost souls. The Shaman keeps watch over them.

Another cruck hut goes up and two workers move in. The clearing is now a proper settlement, and had been for some time, no longer just a flat piece of land with a towering mud pile and pit only. A few more planks are created to keep the supply going.

An envoy is attempted to be created, but the lost souls just kinda... bob against it like a buoy in the ocean. If you can remember what the ocean is - these gnomes haven't seen one in quite some time.



Resources:
     11 / 35 Food [+2, +7 from Workers]
     5 / 30 Mud [+2]
     5 / 20 Herbs [ 0 ]
     8 / 10 Flint [ 0 ]
     5 / 10 Sticks [ 0 ]
     4 / 20 Planks [-4, +1 from Worker]
     4 / 10 Mud Bricks [0, +3 from Worker]
     0 / 10 Crushed Brick [ 0 ]
     6 / 10 Putrefied Gunk [ 0 , inedible]
     4 / 10 Ectoplasm [+3]
     3 / 16 Felled Tree [-1]
     1 / ? Strange Symbols [ 0 ]
     3 / 3 Mudpies [ 0 ]

     1 / 3 Flimsy Shovel [1 Use(s) Remaining]
     1 / 3 Flimsy Palette Knife [1 Use(s) Remaining]
     1 / 3 Flimsy Axe  [1 Use(s) Remaining]

     1 / 3 Spears [+1]
     
     0 / 5 Spirit Nets

     4 / 5 Captured Lost Souls, Meager [+2]

Totems:
     1 / 3 x Basic Totem  [ 0 ]

Gnome Residents:
12 / 12 Workers
    0 x Layabout Laborer
    0 x Gatherer - Mud
    7 x Forager - Food
    3 x Crafter - Bricks
    1 x Crafter - Planks

    1 x Speargnomes - Stationed in Deep Woods
2 / 2 Wise Man
1 / 1 Shaman

Buildings:
    8 x Mud Hut, Workers
    2 x Cruck Hut, Workers
    1 x Workshop
    1 x Lumberyard (increased Plank and Tree storage by 10, allows Workers to craft planks)
    2 x Gatherer's Hut - Food (20 x Food protected from Rot, increased Food capacity)
    1 x Healer's Hut (10 x Herbs protected from Rot, increased Herbs capacity)
    2 x Wise Man's Hut (Access to Research and Research Trees)
    1 x Shaman's Hut (Access to the Unseen)

Researched
Crude Tools (100%)
Big Mud Pile (100%)
Healing Arts (100%)
Think Tank (100%)
Woodworking (100%)
Brick Crushing (100%)
"Sacred" Mud Pies (100%)
Distillation (100%)
Crude Weapons (100%)

Do one thing:
>[] Forage for Food (chance to gain herbs)
>[] Gather Mud (chance to get flint)
>[] Fell Tree (100% chance to gain sticks)

>[] Find Strange Symbols
>[] Remove Strange Symbols

>[] Heal the Sick (requires: 2 Herbs)
>[] Crush Brick (requires: 1 Brick)

>[] Craft: Mud Brick (requires: 1 Mud)
>[] Craft: Mudpie (requires: 2 Mud)
>[] Craft: Planks (requires: 1 Felled Tree)
>[] Craft: Flimsy Shovel (requires: 1 Stick, 1 Flint)
>[] Craft: Flimsy Palette Knife (requires: 1 Stick, 1 Flint)
>[] Craft: Flimsy Axe (requires: 1 Stick, 1 Flint)
>[] Craft: Flimsy Spear (requires: 1 Stick, 1 Flint)

>[] Craft Totem: Basic Totem (requires: 2 Planks)
>[] Craft Totem: Crude Envoy of Mud (requires: 1 Basic Totem, 3 Spirits, 5 Mud, 3 Flint)
>[] Craft Totem: Crude Envoy of Food (requires: 1 Basic Totem, 3 Spirits, 5 Food, 3 Herbs)
>[] Craft Totem: Crude Envoy of Wood (requires: 1 Basic Totem, 3 Spirits, 5 Planks, 3 Sticks)
>[] Craft Spirit Net: Flimsy Spirit Net (requires: 5 Herbs)

>[]Use Tool: Flimsy Shovel to Gather Mud (can be used twice, by two different players, before breaking. The creator can use it in the same turn it is crafted)
>[]Use Tool: Flimsy Palette Knife to Craft Mud Brick (can be used twice, by two different players, before breaking. The creator can use it in the same turn it is crafted)
>[]Use Tool: Flimsy Axe to Fell Tree (can be used twice, by two different players, before breaking. The creator can use it in the same turn it is crafted)

>[]Use Spiritual Tool: Flimsy Spirit Net (Captures Meager Lost Souls in the Dark Woods. Can be used twice, by two different players, before breaking. The creator can use it in the same turn it is crafted)

>[] Research: Trapmaking [2/18] >>> (+Fell Trees = Unlock Woodworking) (+Crude Weapons = Unlocks Hunting)
>[] Research: Kiln [4/12] >>> (+Distillation, +ActionUnlock: Spirits = Spirit Jars) (+? ? ? ? ? = ? ? ? ? ?) (+? ? ? ? ? = ? ? ? ? ?)
>[] Research: Punishment [1/10] >>> (Unlocks Militia) (+ Woodworking, +Putrefied Gunk = Unlocks Stocks) (+? ? ? ? ? = ? ? ? ? ?)
>[] Research: Herb Drying [5/10] >>> (Research Tree Locked by Specific Action to be Taken)
>[] Research: Organisation [0/20] >>> (Unlocks Navigation, Time-Keeping, Work Teams)

>[] Build Hut, Hire Worker/Thinker - please specify (requires: 5 Mud Bricks, homes 1 Worker or 1 Thinker)
>[] Build Cruck House for a Worker/Thinker - please specify (requires: 6 Planks, homes 2 Workers or 2 Thinkers, or 1 of each)
>[] Build Gatherer's Hut (requires: 5 Mud Bricks)
>[] Build Tool Shed (requires: 5 Mud Bricks)
>[] Build Healer's Hut (requires: 7 Mud Bricks)
>[] Build Shaman's Cabin (requires: 4 Planks, 4 Bricks, 4 Herbs, 3 Strange Symbol, 3 Mudpie, 2 Putrified Gunk, 1 Crushed Bricks)
>[] Build Crude Spiritual Antechamber (requires: 2 Planks, 4 Bricks, 3 Strange Symbol, 2 Herbs)
>[] Build Even Bigger Mud Pile (requires: 30 Mud)
>[] Build: Workshop (requires: 3 felled trees, 3 bricks)
>[] Build: Lumberyard (requires 2 felled trees, 4 planks)
>[] Build: Superstitious (requires: 1 Net, 5 Sticks, 1 Strange Symbol, 1 Sacred Mud Pie)

>[] Assign Gatherer's Hut (Food / Mud / Bricks / Flint / Sticks)
>[] Re-assign Gatherer's Hut (Food / Mud / Bricks / Flint / Sticks)
>[] Assign Basic Totem in (Clearing / Deep Woods)

>[]Assign Worker: Forage Food / Gathering Mud / Crafting Brick / Crafting Planks / Spearman (requires Spear)
>[]Re-assign Worker: Forage Food / Gathering Mud / Crafting Brick / Crafting Planks / Spearman (requires Spear) - cannot re-assign sick/ afflicted worker[/hider]
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Imp

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Re: Gnome Town Returns [Always Open, Turn 28]
« Reply #576 on: October 26, 2024, 11:27:47 am »

Find strange symbols

Wait.  We found 0 herbs last turn, despite gathering 11 food?

Craft Spirit Net

Guys, I want a 'superstitious'. So I hope we have the net, the pie, the symbol, and 5 sticks still available next cycle, or would someone helpfully start it now, so it uses this net I make?

« Last Edit: October 26, 2024, 11:30:40 am by Imp »
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

A_Curious_Cat

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Re: Gnome Town Returns [Always Open, Turn 28]
« Reply #577 on: October 26, 2024, 11:34:16 am »

((Ok.  We’re to the point where we just need two of us to forage for food every three turns and we’ll have enough.  I suggest that we wait until the next time we eat, and then construct another cruck house and set them to forage for food.  That will give us enough foragers that we can support two more mouths to feed (either another cruck house not set for foraging, or two mud huts not set for foraging, or two new players (gnomes) who don’t forage -I suggest building a cruck house and setting them to be thinkers-), without anyone needing to forage.))



Research: Kiln [4/12] >>> (+Distillation, +ActionUnlock: Spirits = Spirit Jars) (+? ? ? ? ? = ? ? ? ? ?) (+? ? ? ? ? = ? ? ? ? ?)
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SCREE

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Re: Gnome Town Returns [Always Open, Turn 28]
« Reply #578 on: October 26, 2024, 12:02:29 pm »

Find strange symbols

Wait.  We found 0 herbs last turn, despite gathering 11 food?

Craft Spirit Net

Guys, I want a 'superstitious'. So I hope we have the net, the pie, the symbol, and 5 sticks still available next cycle, or would someone helpfully start it now, so it uses this net I make?

You found 2 but 2 were used to Heal the Sick. An unlucky turn for herbs.
I'm thinking I might change the way I display resource changes, so it's more obvious what's being used by what. How do people feel about that? It means extra text at the end of the sentance. Or, I could add a spoiler at the bottom of the post to show changes.
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brewer bob

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Re: Gnome Town Returns [Always Open, Turn 28]
« Reply #579 on: October 26, 2024, 12:17:21 pm »

Gather MUD (and try to remember what the ocean looks like at the same time)

Kashyyk

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Re: Gnome Town Returns [Always Open, Turn 28]
« Reply #580 on: October 26, 2024, 12:49:13 pm »

Assign the Basic Totem to the Clearing
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Egan_BW

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Re: Gnome Town Returns [Always Open, Turn 28]
« Reply #581 on: October 26, 2024, 02:14:40 pm »

Carve basic totem.
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Imp

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Re: Gnome Town Returns [Always Open, Turn 28]
« Reply #582 on: October 26, 2024, 04:35:42 pm »

I'm thinking I might change the way I display resource changes, so it's more obvious what's being used by what. How do people feel about that? It means extra text at the end of the sentance. Or, I could add a spoiler at the bottom of the post to show changes.

I would love to be able to better track consumption and gain, some is totally invisible to players (like if herbs are found/how many were found).  For the stuff you'd allow us to see, I'd love any way to get that info (even if we had to do a job to get it.  gnome accountant!  But if you'll give it to us for free, I like any style of it)
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If there is none, then never ever mind it.

RulerOfNothing

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Re: Gnome Town Returns [Always Open, Turn 28]
« Reply #583 on: October 26, 2024, 05:57:09 pm »

Research: Trapmaking [2/18]
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Wolfkey

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Re: Gnome Town Returns [Always Open, Turn 28]
« Reply #584 on: October 26, 2024, 06:09:00 pm »

Use flimsy axe
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